BuzzerBeater Forums

Suggestions > AI improvements

AI improvements

Set priority
Show messages by
This Post:
00
150081.1
Date: 7/2/2010 12:49:43 PM
Overall Posts Rated:
459459
There are several parts of the simulation that really frustrate me when I watch games. The first has to do with coaching substitutions, the second has to do with defensive match-ups, and the last to do with end-of-period timing.

It is crazy that a coach will play his best players for 46 minutes, then sub them out in a 2 point ballgame, or even worse, to start an overtime. The coach should be more willing to go to his bench during the first three quarters of the game. I am not sure if I have ever seen a coach pull his best 3 point shooter with 19 seconds left in a 2 point ballgame in real life, yet I see it here regularly.

It is also very annoying that when a team is playing a zone, the other team's best shooter will fire up shots from all over the court guarded by the worst defender the majority of the time. How is this a zone? In a zone a guy basically plays in one area. Sure you could have the best guy still shoot against the worst defender, but the shots should all be coming from the same "zone" on the court. Which leads to coaching AI. If a guy is continually getting beat, the coach should look to make a defensive sub, shouldn't he?

Finally, the end-of-period timing still needs tweaking. The same guy is getting defensive rebounds with one second left on the clock and making driving layups at the other end of the court.

Anyway, it's a great game and an amazing simulation. I just think there are a few things that could be worked on to make it even better.

Once I scored a basket that still makes me laugh.
This Post:
00
150081.2 in reply to 150081.1
Date: 7/3/2010 8:07:45 AM
Overall Posts Rated:
587587
I am not sure if I have ever seen a coach pull his best 3 point shooter with 19 seconds left in a 2 point ballgame in real life, yet I see it here regularly.

The first part is probably true. The main reason for this is that real-life coaches base their decisions on highly subjective and imperfect information. They just "know" who is the "best" 3-point shooter on their team. This works pretty well in a team where the players are of very different level. If the players are close enough, the decisions become increasingly arbitrary. The in-game coaches actually have fairly good information about the status of their players. Of course, we don't know how the BBs have implemented this. Regardless, it should be safe to assume that the in-game coaches have at least as good as and much more objective information than their real-life colleagues. They don't play the star because he is a known star who practices hard, a local legend, and an overall nice chap; they play him because they look at the skill set and compare it against the bench player's skill set. For this reason, the coaches are able to make decisions that may appear stupid and counterintuitive but may in fact be the most sensible thing to do.

Having said that, I agree this is perhaps not how it should really happen. We as managers are almost as bad as real-life coaches. We have pretty good understanding about the skills of our players (we have excellent understanding if the players differ more than in sublevels in any particular skill). However, we don't see how tired our players get during the games etc. So, we look at thing like the end-game substitution patterns based on our real-life experience.

I don't really have a point here and I basically agree with you. I guess I'm just trying to say that the situation is probably not as bad as it may look in terms of game mechanics, but there is definitely room for improvement regarding the user experience side. We should see more of stuff that makes sense in real life in my opinion.

Another thing is the overtime, which you also mentioned. I have for some time suspected that there is a bug of some sort or the game engine tires the players too much in the final minutes of the game (which may be demanding, but are also usually full of stoppages to shoot free throws). I don't really have any proof, the overtimes just often look unbalanced to the regulation. It may be the same issue I'm describing in the first paragraph. Perhaps it just hits harder in the overtime as the players have played so much more. And perhaps majority of players have too low stamina levels.

Last edited by GM-WallyOop at 7/3/2010 8:08:09 AM

This Post:
00
150081.3 in reply to 150081.2
Date: 7/4/2010 12:02:38 AM
Overall Posts Rated:
459459
I think you are probably spot on with your assessment. My point is that any coach worth his salt would sub his guys during the first three quarters so that they would be fresh in any late-game/overtime situation. If you have a sub on the depth chart, he should be used to give the starter a blow occasionally, and not just at the end of a two-point ballgame or to start an overtime.

Once I scored a basket that still makes me laugh.
This Post:
00
150081.4 in reply to 150081.3
Date: 7/5/2010 6:44:04 PM
Overall Posts Rated:
14651465
If you have a sub on the depth chart, he should be used to give the starter a blow occasionally


Wow you guys really do run your teams differently in Thailand. I am not sure if this would make my players work better or worse but it would make thm work harder.